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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
--- of 967 |
Parent Game |
Stalin's Tanks |
Historicity |
Alt-History |
Date |
1943-07-17 |
Start Time |
08:00 |
Turn Count |
24 |
Visibility |
Day |
Counters |
144 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
2: 42, 43 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
245 |
AAR Bounty |
223 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Even before details of the German Tiger heavy tank became known, the Red Army's Armored Forces Directorate had commissioned a tank to defeat it. The KV-5 was slow and thickly armored, with a cannon better suited to a warship than a land vehicle. It had been designed to engage and destroy a tank even
larger than the Tiger.
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Conclusion
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The super-heavy German tank destroyers and heavy tanks were nearly impervious to every Soviet weapon on the battlefield except the super-powered 107mm ZiS-6 of the KV5. But even the nearly battleship-scale armor of the Tiger Slayer would be vulnerable to the Elefant's long-barreled 88mm gun.
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Display Relevant AFV Rules
AFV Rules Pertaining to this Scenario's Order of Battle |
- Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
- AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8).
They may also be activated as part of an initial activating stack, but if activated in this way would need a tank
leader in order to carry out combat movement.
- AFV's do not block Direct Fire (10.1).
- Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn
(either in their action segment or during opportunity fire) if they have AT fire values of 0 or more
(11.2).
- Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its
printed AT range. It does so at half its AT fire value. (11.3)
- Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire
(7.44, 7.64).
Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire,
but not both (7.22, 13.0).
Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
- Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
- Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
- AFV's do not benefit from Entrenchments (16.42).
- AFV's may Dig In (16.2).
- Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
- Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
- Tank: all are closed-top and provide the +1 Assault bonus, when applicable
- Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
- Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
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Soviet Union Order of Battle
6 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.
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There are alternate versions of the Tiger, available for download from Avalanche Press. Players might find it interesting to experiment on their effect on play.
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The reduced direct fire value in Kursk: Burning Tigers is 4-4.
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Kommissars never get morale or combat modifiers. Ignore misprints.
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